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World of Warcraft: Cataclysm is coming!
All you need to know to be ready for "Cataclysm".Cataclysm is the third expansion of World of Warcraft, to be expected in the fourth quarter of 2010. After "Cataclysm" Azeroth will have a completely different look and all levels from 1 to 60 will be brand new. In addition, there will be five new levels, a new secondary profession, two new races, new dungeons, and much much more. Watch a preview of what you can expect.
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Our enemy ... Deathwing the Destroyer

"Thousands of years ago Neltharion, one of the five Dragon Aspects, was chosen by the Titans to rule the earth and the depths of the world. He embodied the strength of Azeroth and he was the biggest advocate of the Dragon Queen Alexstrasza. But although he was powerful, kind and wise, even Neltharion could not escape the dark forces slumbering beneath the surface of Azeroth. Throughout time sinister whispers crept into the thoughts of this dragon and sowed madness in his mind. He betrayed the other Dragon Aspects, and when he turned against his brothers and went totally corrupt, he was no longer Neltharion but became Deathwing the Destroyer. Eventually he was overcome by the joint power of the other Dragon Aspects, but not destroyed. Hidden from the world he licked his wounds and nursed his burning hatred. His return will change the face of Azeroth ... forever. "
Deathwing the Destroyer and Cataclysm
Azeroth changes!
Cataclysm means catastrophe or major disaster. So you won't be surprised that after Cataclysm the landscape of Azeroth will look completely different. Almost every zone in Kalimdor and Eastern Kingdoms will have a more or less changed view, some more than others. Darkshore will be flooded, The Barrens split in two and Desolace will transform into a lush jungle. And these are only a few examples.Azeroth after Cataclysm
New zones

Changes in existing zones
Cities
Changes in Orgrimmar
Orgrimmar
- Garrosh will no longer be found in the Valley of Wisdom, but in the centre of Orgrimmar.
- The goblins will reside in the new Goblin Slums, in the west end of the Valley of Spirits.
- A second trade district can be found in the Valley of Honor. More forges will be available.
- The Valley of Wisdom will become a Tauren district.
- There will be a back door to Azshara, providing a convenient entrance to the city for goblins leveling through that zone.
Changes in Undercity
Undercity will be redesigned and the exterior of the city will be adapted to allow access to flying mounts. Besides the introduction of the Kor'kron Guard to replace the Undercity Guardian Abominations in patch 3.3 there are no drastic changes announced for this zone.

According to "PC Gamer" magazine, gnomes will at last be able to reclaim Gnomeregan as new capital for the Alliance.

The Dark Spear trolls will regain control over Echo Isles for the Horde.
Changes in Stormwind
Stormwind City
- Is completely redesigned, especially Stormwind Keep, to allow flying over it.
- A second trade district is added to the Dwarven District, complete with mailbox, auction house, bank, etc.
- The Park is completely destroyed and the druid trainers have relocated.
- A few new areas are added in the back, a lake area and the city cemetery, where quests will be found.
Eastern Kingdoms
Changes in Westfall
No details are released yet about changes in the Badlands, except that the return of Deathwing will not go unnoticed.
Changes in Blasted Lands
The level range of the Blasted Lands is completely different and there is a new coastline to the east. The Tainted Scar in the southwest, now populated by elite demons, is a vast area for the worgen.
Changes in Hillsbrad Foothills
Southshore, the city of the Alliance, is wiped off the map by a tidal wave and Hillsbrad Foothills is now entirely in the hands of the Horde. The whereabouts of the residents of Southshore is yet unknown.
Changes in Silverpine Forrest
The Greyman Wall is destroyed and Gilneas is now accessible as the residence of the worgen, who take the side of the Alliance in their fight against the Scourge and the Horde. Silverpine Forest is thereby in the hands of the Alliance.
Changes in Stranglethorn Vale
Stranglethorn Vale will change drastically, since the area has an excessive level range.
Changes in Western Plaguelands
Without the Lich King, the Scourge is no longer able to withstand the united forces of Alliance and Horde in the Western Plaguelands. The area is now free from the Scourge and the level range is also reduced.
Changes in the Wetlands
Since Grim Batol in the Wetlands will act as gateway to the new Twilight Highlands, the area will be changed dramatically. We can expect changes too near the new Deathwing Scar.
Kalimdor
Changes in Ashenvale
The presence of the Horde in Ashenvale has increased. Zoram'gor Outpost is fortified and Astranaar is largely destroyed by continuous air attacks from the Horde.
Changes in Azshara
Azshara is wholly owned by the Horde. The Bilgewater Cartel goblins have chosen it as their home and the area looks very different now. The level range is adjusted and there are new quest hubs. The zone will have a direct connection with Orgrimmar.
Changes in Darkshore
Auberdine, the port of the Alliance in Darkshore, is destroyed by a terrible storm and tidal wave. The Alliance is forced to settle further into the north, allowing the horde to push from Ashenvale into Darkshore, where they set up encampments at the southern part.
Changes in Desolace
The desolate Desolace is now green and full of new life. In the middle of it lies the new sanctuary of the night elfs.

In Stonetalon Mountains lava has filled most of the Charred Vale, so we can expect a lot of fire and brimstone. However, the zone had now exposure of a lot of water.
In Tanaris the gates to Uldum are open and Caverns of Time will also open a new area that will bring us to unknown places and times.
Changes in the Barrens
The Barrens is divided into two smaller zones, separated by rivers and cracks filled with glowing lava. Vegetation like in Lushwater Oasis has spread over the rest of The Barrens. The Alliance has destroyed Camp Taurajo and have taken the Southern Barrens by force, while the Horde retained power in the north. Following the fall of Camp Taurajo the gates to Mulgore are reinforced.
Changes in Durotar
Changes in Thousand Needles
The deep canyons of Thousand Needles are flooded with water. The zone will be an area for level 40-45. Shimmering Flats is now a huge lake.
Leveling flow changes


Old dungeons will have heroic versions for level 85!
Shadowfang Keep is a castle in the southwest of Silverpine Forest, overlooking the cursed Pyrewood Village. Eight bosses reside in it, including the spirit of its former owner Baron Silverlaine, a number of Worgen and Archmage Arugal himself, the Kirin Tor mage, who has deployed the Worgen against the Scourge and against the whole of Lordaeron. Get ready for a confrontation with the "father" of most of the Worgen in Azeroth.Shadowfang Keep
Years ago the Deadmines was the first dungeon members of the Alliance encountered in World of Warcraft, sometimes even before they reached level 20. Hidden in a mine underneath Moonbrook, a village in Westfall, the Deadmines is the residence of 8 bosses. In Cataclysm you will fight Mr. Smite again and Edwin VanCleef, the brilliant architect who has designed Stormwind ... and you will face lots of problems ... and all that at level 85.
The Deadmines
Flying mounts in Azeroth

You will be able to see all these changes in Kalimdor and Eastern Kingdoms from the air, on your flying mount. Yet you probably won't be able to fly everywhere, so once in a while you will have to ride your ground mount, or just walk.
Flying mount in Stormwind
Two new races
The Worgen of the Alliance
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Their name alone is frightening. The Worgen is a breed of wild wolf beasts. Once archmage Arugal, who now resides in Shadowfang Keep, used them as a weapon against the Scourge, but they turned against him. The curse of the Worgen spread rapidly among the human race. There are stories about their history, but their origin remains a mystery.Gilneas, Worgen starting zone
Ruins of Gilneas
Gilneas is located south of Silverpine in the Eastern Kingdoms. Lord Genn Greymane didn't support the Lordaeron Alliance in the Second War and after the war he had build the Greymane Wall in the north on the border with Lordaeron. So Gilneas stayed out of the reach of the Scourge, but because of the Greymane Wall the Gilneans also met a dark fate. They fell prey to the curse of the Worgen just like their neighbors in Silverpine. Yet the Gilneans could to a certain extend free themselves from this curse. After the Cataclysm it became clear that they were transformed into Worgen, but still had retained their own will. The threat of the Forsaken caused Gilneas to join the Alliance.
The Goblins of the Horde

The Goblins, once enslaved by the Trolls on the Isle of Kezan, could overcome their oppressors and take possession of Kezan. They established the City of Undermine and became masters in the conduct of trade. By the end of the Third War they supplied weapons and vehicles to both the Horde and the Alliance and they did many jobs for them. This unfortunately could not last forever ... Recently, the Goblins of Kezan found a new enemy in the Alliance and again joined the Horde, where they were received with open arms. Kezan (level 1-5)
The Lost Isles (level 6-15)
The Goblins start in Kezan (level 1-5) and the Lost Isles (level 6-15). The prejudice that a Goblin would sell his best friend for a handful of money is not entirely unfounded. When a volcano awakened on their island after the Cataclysm, one of the Goblins offered to transport his fellow Goblins with his ship to a safe haven, albeit at exorbitant prices. Moreover, he planned to sell his passengers as slaves. The ship sank after ending up in a gunfight between ships of the Alliance and the Horde. The survivors washed up on the Lost Isles.
New race and class combinations

New high level zones and dungeons!
In Eastern Kingdoms
Black Rock Mountain: Black Wing's Descent (level 85 raid)Designed as a continuation of Blackwing Lair, Blackwing's Descent will be a place with a new layout and new bosses. According to reports, you must join battle with Deathwing himself.Black Rock Mountain: Black Rock Caverns (5-man dungeon level 85)

All we know about Black Rock Caverns is that it consists of a series of tunnels, created by Deathwing. These tunnels connect Black Rock Mountain with the Twilight Highlands. Both the Black Rock Caverns and the Twilight Highlands are occupied by the members of the Twilight Hammer, so there is a good chance that they are all supporters of Deathwing.
Twilight Highlands (zone level 80-85)

Twilight Highlands is located east of the Wetlands in the area that is now accessible via the eastern path that leads to Grim Batol. This new zone will have encampments of both Horde and Alliance and will be accessible through ship, probably from other coastal ports. A new port would be created somewhere between the Eastern Plaguelands and The Hinterlands.
Grim Batol (5-man dungeon and raid level 85)
In Cataclysm, the path to the current Grim Batol will have an entirely different look. It will lead through the mountains to the new Grim Batol dungeon. This ancient fortress of the dwarves is now the residence of Deathwing. All the dragon flights used to keep their eggs in there, but Deathwing took over the place by force and created a new, incredibly powerful dragon flight. Grim Batol is the dwelling of four bosses. It is said that you will fight Deathwing himself. Apart from the fact that it will be full of members of the Twilight Hammer, not much is known about this dungeon.Deathwing Scar (zone level 82-84)
This area is located north of Stormwind City and west of the Burning Steppes. Here lies the entrance to Deepholm, the underground continent where for many years Deathwing hatched his plans. From here Deathwing broke loose in Azeroth.
In Kalimdor
Mount Hyjal (zone level 78-82)
In this leveling zone Hyjal is besieged by Ragnaros, the Fire Lord from Molten Core, who seeks to destroy the World Tree. Malfurion Stormrage will return from the Emerald Dream and will take the lead of the armies of Cenarius. The area is densely populated with elementals and there are outposts for both Alliance and Horde. This new area will make extensive use of the new terrain phasing.

Uldum (zone level 83-84)The mysterious 'Land of the Titans', Uldum, is accessible from the southwest of Tanaris. It is located in the far south of Kalimdor. This vast desert region with its pyramids reminds us of ancient Egypt. It is inhabited by Tol'vir, a kind of cat people that look like Anubis. In this area there are two dungeons.
Halls of Origination in Uldum (5-man dungeon level 83)

Here Brann Bronzebeard will likely make his debut. The Halls of Origination are made by the titans and thereby have a bond with Ulduar and the Halls of Stone and the Halls of Lightning. This dungeon will be non-linear and it has an Egyptian inspired design. There are rumors of a secret ancient super weapon and no less than seven bosses.
Lost City of Tol'vir in Uldum (5-man dungeon level 84-85)This is a big outdoor dungeon, where the Tol'vir have their dwelling, a people of titans that look like stone cat people. Not much is known about this dungeon.
Elsewhere in the world
Deepholm (zone level 82-84)
The underground Deepholm is accessible from the Deathwing Scar, a new area north of Stormwind City. This area, full of mountains and caves, is ruled by Therazane the Stone Mother. It is densely populated with stone and fire elementals and troggs. There will be airship hubs for both Alliance and Horde. You will encounter lots of Deathwing's supporters from the Twilight Hammer Clan, who reside throughout the affected area.
Deepholm (5-man dungeon level 81-83)Deepholm is the Elemental Plane of Earth where the earth elementals dwell under the rule of Therazane the Stone Mother. She was deeply affected by the break out of Deathwing. It is therefore likely that she, along with many of the other earth elementals, will support your fight with Deathwing. Or will she ... frantic with grief as she is ... turn against everything and everyone?
Abyssal Depths (zone level 78-82)
Sunken City of Vashj'ir (zone level 78-82)
This area is completely underwater, south of the Maelstrom in the centre of the Great Sea. It was once the residence of Lady Vashj. She left the Sunken City to support Illidan Stormrage and went to her final doom in Serpentshrine Cavern. In the Sunken City, you can move around underwater with special mounts or you can swim by jumping up. When you are on the ocean floor, it will feel like being on land - that applies to movement speed, combat techniques, etc. Nothing is known yet about underwater breathing. In the centre of the city will be a passage to the Abyssal Maw.Throne of the Tides (5-man dungeon level 82-84)
This beautiful building gives view of the underwater world around it. You will have to battle your way through the nagas that control the place and through servants of the Old Gods themselves too.
Abyssal Seahorse Underwater Mount
Abyssal Maw (5-man dungeon level 81 to 83 and 5-man level 82-84 dungeon and raid level 85)
The Abyssal Maw is a huge ocean where the water elementals dwell. After the war between the Titans and the Old Gods the Pantheon decided that the elementals of Azeroth had become so dangerous, that they better be banned to an artificially created world, an Elemental Plane. The Abyssal Maw is the Elemental Plane of Water, where the water elementals now reside under the rule of Neptulon the Tidehunter. There are rumors that he has in his possession a powerful artifact, which can be used to subdue the seas. The Firelands (level 85 raid)
The Firelands, the Elemental Plane of Fire, where the fire elementals of Azeroth dwell under the dominion of Ragnaros the Fire Lord, serve as the place for a new outdoor raid. You will find out that this is a very hostile environment. A huge lake of molten lava, burning tar with only some "safe" islands and in the centre of this all the Sulfuron Keep of Ragnaros. Cataclysm has opened a path to The Firelands and the entrance is dangerously close to the Hyjal Summit and the World Tree. If you enter this dangerous area of fire, you will have to defeat Ragnaros. Now he is at the peak of his power and ... very very pissed. The Skywall (5-man level 80-82 dungeon and raid level 85)The Skywall is part of the Elemental Plane of Air, where the air elementals dwell since their exile from Azeroth. The area looks like a sky with a motionless yellow sun. Al'Akir the Windgod, who is often disguised as a thundercloud, high in the sky in his castle, that is supported by columns made from cyclones. The sky is populated with birds and other creatures. During the raid you have to deal with endless lightning, never ending windstorms and ... a multitude of air elementals.
Player vs. Player
Arenas
So far no news on new arena sites.Battlegrounds

Battle for Gilneas City (PvP level 81-85 40 players)Alliance and Horde fight each other for the control over Gilneas City, by getting hold of as many districts as possible in Gilneas.
Besides the Battle for Gilneas there will be two other battlegrounds, still to be announced.
Rated battlegroundsRated battlegrounds will be an alternative way to gain arena points, arena rating and other rewards. Based on your rating there will be a limit to the number of points you can earn in a week. The higher your rating, the more points you can earn. When you win, you immediately get your reward and you don't loose any rating. There are two types of ratings: personal and match-making.
New weekly battlegroundA new weekly battleground will be introduced, so queues will be smaller and games always available.
Alterac ValleyAlterac Valley will be transformed from a 40-man to a 25-man battleground.
New rewards
- Honorary titles will make their comeback in rated battlegrounds, including Master Sergeant, General, Grand Marshal and Scout.
- Guild achievements and experience.
- New epic ground mounts
- Arena points
World PvP
Tol Barad (PvP level 84-85)The island Tol Barad lies in the Baradin Bay, south of Hillsbrad and west of the Wetlands. This is a new PvP zone, similar to Wintergrasp in Wrath of the Lich King. You can fight for control of the magical Tol Barad Prison. There seem be many secrets and hidden treasures, naturally very popular by both Horde and Alliance. The major bonus for getting control of the prison is that daily quests become available, similar to those on the Isle of Quel'Danas in The Burning Crusades. There are daily quests for both winners and losers and special daily quests and a raid for the winners. You can earn Tol Barad Marks of Honor and guilds can gain experience and achievements. New visual effects
Renewed water

In Cataclysm water has improved dramatically thanks to new shadow techniques.
Terrain phasing

Cataclysm introduces a new technology, terrain phasing, where the terrain changes as you successfully fulfill quests or other requirements. Terrain phasing differs from the normal phasing, as we know now in Northrend, because the entire world environment changes.
Changes in stats
Cataclysm will entail significant changes to stats, like Intellect, Armor Penetration, Defense and others. Thereby the effect of stats will be easier to understand, stats will become more valuable for more players and the choice of gear will be more interesting.What will be seen on gear
- Stamina - Strength, Agility and Intellect will be assigned in such a way that non-plate wearers will have more Stamina than before. Health pools between plate-wearers and other classes will be much closer.
- Spirit - Will only be available on healing gear. Non-healing casters will have other systems to regenerate mana, and special solutions will be designed for Elemental shaman and Balance druids, who often share gear with healers. Raid buffs that currently boost Spirit, like 'Blessing of Kings' will now boost only the primary stats of Stamina, Strength, Agility, and Intellect. The five-second rule of the current regen system will be likely changed.
- Intellect - Will now grant Spell Power. It will also provide less mana than it currently does.
- Haste - Will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. The intention is to let you "do stuff" more often.
- Block Rating - Blocked attacks will hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
- Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. When you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all).
- In short, Dodge gives you a 100% chance to avoid damage from one attack, Parry gives you a 50% chance to avoid damage from two attacks and Block gives you a 30 % chance to avoid damage from one attack.
- Mastery - A new stat that allows you to be better at what you have chosen in your talent tree. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose.
- Armor - The way Armor mitigates damage is not changing, but the Armor stat is revised to reflect changes in gear. Bonus Armor will go down slightly overall. The mitigation difference among armor types is also changing, so that plate doesn't offer so much more protection than mail, leather, and cloth.
- Resilience - Will only affect damage and critical damage done by players. It will not affect crit chance, mana drains, or other similar effects.
- Strength, Agility, Hit Rating, Critical Strike Rating and Expertise - These will all still appear on gear as well. In general these will function similarly to how they do now, though the details are likely to change.
What will be removed from items
- Attack Power - Will no longer be present on most items. Strength and Agility will provide the appropriate amount of Attack Power (usually 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it normally does.
- Spell Power - Will no longer be seen on most items. Instead Intellect will grant Spell Power. An exception is made for caster weapons. They will still have Spell Power. This way weapons for casters can be made proportionately more powerful for casters in the same way they are for melee classes.
- Armor Penetration - Will no longer be present on items, but it will still exist in talents and abilities.
- Shield Block Value - Will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%.
What will disappear from WoW
- MP5 - Holy Paladins and Restoration shaman will be adapted to make use of Spirit.
- Defense - Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
- Spell Ranks - All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and some new spells will be introduced as well.
- Weapon Skill - Classes will start with all the weapon skills they need to know and there will be no need to improve them.
New! Mastery Stat
In Cataclysm the mastery system will be added to the talent system. Spending points in your different talent trees gives your character different passive bonuses, based on the number of points spent.
The Mastery stat will improve on one of passive bonuses you get from spending points on talent trees. More specifically, it will only affect the third bonus of the tree you have spent the most points in.
Changes in professions
Level
With your professions you can earn the rank of Illustrious by reaching skill level 525. All professions also get new recipes. The 'gathering' professions, Herbalism, Mining and Skinning, already have special abilities to earn at high levels:.jpg)
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Plans exist to make those capabilities more attractive and useful for everyone.
Archeology

Besides Cooking, Fishing and First Aid there will be a fourth secondary profession: Archeology!Archeology is about the discovery and restoration of artifacts, which appear in Cataclysm. The artifacts can be kept in a journal, which looks like your quest log, so they do not take extra space in your bags.
The rewards range from weapons and useful items to nice companion pets. Artifacts can also be traded with the Archeology Society in exchange for gold or other items. It is even possible to find artifacts that reward currency to buy special items.
Reforging
There is not much known yet about Reforging, but if you have a primary profession that has to do with armor, such as Leatherworking, Tailoring, Engineering, Blacksmithing or Jewelcrafting, then you can adapt items by re-assigning existing stat points. Adding stat points would not be possible. If, for example, an item already has Strength, you cannot take points from another stat to add to Strength.Suppose a rogue leatherworker loots a leather item with 30 Stamina and 30 Intellect, then he would be able to exchange Intellect for Agility and make it useful for him as a rogue.
Leatherworkers would be able to adjust leather items, Tailors cloth items, Engineers trinkets, Jewelcrafters rings and amulets, and Blackmiths plate items.
Changes in the Glyph system
To make the Glyph system more interesting, there will be a new tier of glyphs: medium glyphs. Mayor glyphs will still be critical, but minor and medium glyphs will make the system more flexible. The glyph system will contain a list with all possible glyphs for your class. Until now there was no way in WoW itself to get such a complete list. You had to look in the Auction House to find out which glyphs were available. In Wowhead though such lists are already available.Until now glyphs were consumable, but there is talk about making them permanent. Once a glyph is used for the first time, it would be added to your personal list. You then would have the possiblity to rearrange your glyphs.
Guild Advancement
Guild Achievements

There are two types of guild achievements: general and raid achievements. Some of the current achievements will become guild achievements.
A few examples of guild achievements:
- "We are Legendary" - Complete 10 legendary items.
- "United Nations" - Become Exalted with all the Northrend factions.
- "Working as a Team" - Having a Grand Master in every profession.
- "Insider Trading" - 100 000 craftable items traded between members of the guild.
A guild will keep its achievements, even if all members, who where present at the time the achievement was earned, have left the guild. Members of the guild that were present at the time the achievement was earned, will be listed on the guild achievement pane.
Guild leveling
Just like individual players a guild can ascend in level from 1 to 25, depending on the experience the guild earns through its members. When guildies earn achievements, such as reaching the top of a profession, winning a battle in the arena, the guild gains experience. A guild earns new benefits at each level, just like a player can learn new spells when he or she levels. In the guild menu those benefits can be seen, and also the benefits that will become available when the next guild level will be reached.Guild talents

Each time a guild levels, it also earns a talent point. The talent points can be spent by the guild master in the guild talent tree. These talents will have an influence on the entire guild.
Benefits derived from these talents can include:
- more money drops from bosses or mobs
- lower repair costs
- no more costs for reagents to cast spells (including raid buffs)
- a mass resurrection spell (with a cooldown), that can bring an entire raid party back to life
Guild reputation
Earning guild achievements will unlock special items. Some examples of these items:- heirloom items
- professional plans and special reagents, including guild versions of items that require less / new reagents
- vanity items (mounts, tabards, pets, etc.)
- rare reagents
- raid buffs (potions, elixir flasks, etc.;)
- guild bank tabs
- the ability to purchase a banner with your guild's symbol
- completing quests,
- doing rated battlegrounds,
- kill raid bosses in a raid where most of the participants are members of your guild - 7/10 for 10-man raids, 20/25 for 25-man raids,
- earning guild achievements.
Interface
Looking for guild tool
- Gives players an easy way to find a guild.
- Provides an easy way to guilds recruiting members.
- Simple interface.
- Filters based on different requirements.
Improved guild interface

- Guild experience - Shows how much experience your guild has acquired.
- Guild News - Upcoming events and news.
- New Roster Tab - To browse for guildies and to see an overview of their achievements, status, professions, PvP, etc.
Class changes
Each class will receive a number of innovations. The information is far from complete, but it is a preview.
Death Knight class
SpellsOutbreak (level 81) - 1 min. cooldown, no rune costs.Infects the target with both Frost Fever and Blood Plague. The death knight can apply diseases quickly when he or she is switching targets or when diseases have been dispelled. Necrotic Strike (level 83) New attack that deals weapon damage and applies a debuff that absorbs an amount of healing, based on the damage done.
Dark Simulacrum (level 85) The death knight strikes a target, applying a debuff that allows him or her to copy the next spell of the opponent and unleash it. Dark Simulacrum does not cancel the incoming spell.

Druid class
SpellsThrash (level 81) - 25 rage, 5 sec. cooldown, 10 yards range.To be used in bear form while tanking. Deals damage and causes all targets within range to bleed every 2 sec. for 6 secs. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets.Stampeding Roar (level 83) - no costs, instant cast, 8 sec. duration, 3 min. cooldown, 10 yards range. When used, the movement of all allies within range is increased by 40%. Can be used in bear and cat form, and bears might have a talent to drop the cooldown.
Wild Mushroom (level 85) - Instant cast, no costs, no cooldown, 40 yards range.Grows a magical mushroom at the target location. After 4 sec. the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage. Its use against single targets is also very effective. The druid can choose to detonate the mushroom ahead of time. Primarily a tool for the Balance druid.
Hunter class
SpellsCobra Shot (level 81) - shares cooldown with Steady Shot. Deals Nature damage instead of Physical damage. Gives hunters an alternative to Steady Shot on heavily-armored targets. Trap Launcher (level 83) - 1 min. cooldown, no global cooldown, 40 yards range. A trap can be shot to a location within range. Freezing Arrow will be removed, since it provides a similar ability.
Camouflage (level 85) The hunter enters an obscured state that prevents him or her from taking ranged damage, but still makes him or her subject to melee or area-of-effect attacks. Dealing or taking damage will break the effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under it (which will then break the effect).

Mage class
SpellsFlame Orb (level 81)The mage casts a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it is cast, the mage is free to cast other spells as the Flame orb travels. Fire mages will get talents that improve it, probably causing the Flame Orb to explode when it reaches its destination.Time Warp (level 83) Party or raid members of the mage get a passive Haste effect. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, you can't benefit from both if you have the Exhaustion debuff, though the movement-speed increase will work even when under the effects of Exhaustion.
Wall of Fog (level 85) - 10 sec. duration, 30 sec. cooldown.Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. Mana cost will make Wall of Fog efficient agains groups, not individuals. Blizzard can be channeled on top of Wall of Fog.
Changes in talents, new talent trees and talent calculators

When you haven't choosen a talent specialisation yet and you open the talent frame, you will get a window that has summaries for each spec and the advantages they will provide when you choose them.
Each spec provides a unique ability that you learn when deciding which talent tree you will follow. There are also a few passive benefits to choosing that spec as well. The active ability and passive benefits are available when you reach level 10. From then on you can only spend talent points in that tree until you have spent 31 points there. The number of talent points available at level 85 will be only 41, compared to the 71 points you currently have at 80.

After choosing your spec, the talent trees themselves become visible. The maximum rank for any talent is now 3 instead of 5, with each tier still requiring 5 points to move onto the next tier. Each tree will only have 7 tiers.
New talents calculators are already available in Wowhead : Cataclysm Talents Calculator
Sources
WoW Europ CataclysmWowhead Cataclysm GuideWowhead The BlogMore news soon!
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